I'm not sure that I agree with your first point. Maybe some factions should have an edge over others which could be lessened or overcome with deck tweaks or your opponent not drawing well? E.g. would you balance Rock, Paper, Scissors so that one 'faction' had as much chance to beat the other 'faction'? That would have real world or fantasy world correlations too, e.g. would you really expect Syndicate to have a good chance of beating Nilfgaard in a war? Personally I wouldn't want the game to be so technical that common sense would not suffice. E.g. a poker player who knows what they're doing without being a card counter great at maths sill being able to often beat just such a poker player. That's the tension: having a static inventory vs innovation. Currently the 'innovation' seems geared to spectacle and ridiculous Marvel like superpowers. You get the spectacle of seeing your units grow wildly every turn and have Superman like units that have immunity. Like you said, such innovation should have constraints, like provision/value or whatever else functions similarly
If the game is basically won and lost in the deckbuilder, is it even a game anymore? Rock, Paper, Scissors and poker both have a psychological aspect to them, but what you propose here translates to playing RPS where you only choose the first one, and then are obligated to cycle through them in a set order. As a result, even if you would lose about much as you win, there would be no your input beyond the first round (roughly corresponding to the deckbuilding phase in my analogy). And once you learn the patterns, it will just boil down to going through motions and forfeiting after the first round. What a lame game would it be to play!
That said, many people seem to enjoy roulettes and slot machines that are dangerously close to this concept, but would they still do that if gambling didn't involve additional motivation in money, just for the sake of seeing three strawberries on their screen and a "victory" plank?
I get the realism thing, but it should always be secondary to the gameplay, otherwise you get an "interactive cinema" rather than a game.
How do I expect Syndicate to win in a war? The same way Ramsey Bolton beat Stannis. Sabotage! Might even add some audio cues for specific interactions.
re Devil's Puffball, even though I haven't played my poison deck for years, I think I recentlyish removed the card from my deck. From memory, before it was nerfed, it had the effect of poisoning the target and poisoning adjacent units if the primary target was destroyed. The nerf is now that it can only damage the primary by a certain amount and you have to destroy that target to poison adjacent units. That seems to restrict the primary target to low power units which aren't high value strategically to you and it's easily countered by just putting low value targets next to adjacent units. I don't know, maybe the card isn't as badly nerfed as I think it is but I didn't notice the changes and when I played the card I didn't get the result I expected so it seemed a bad nerf and I'm pretty sure I dropped the cards.
So, in short, in has always been clunky. But you got the changes a bit wrong - originally it was
Damage a unit by 2 and give it Poison.
Deathblow: Give adjacent units Poison.
then nerfed to
Poison an enemy unit.
Deathblow: Damage units adjacent to it by 3. |
(but that nerf happened in 2019 according to the database...seems what you are talking about here happened a long time ago)
and now it's
Damage an enemy unit by 3.
Deathblow: Poison adjacent enemy units. |
which is technically 1 more potential instance of poison than the previous iteration...might work fine with spies sandwitched between two high-value targets.
re Invo/Vincent, having a low value opponent card in your deck using Invo merely because it was very tall isn't ideal
But isn't terrible either. Especially because YenInvo was generally seen as a cheap-ish tall punish to use as the final play of the match more than anything.
And also because all that happened long before assimilate became a playable tag and before Braatens was introduced and Vigo buffed, so nobody played those in Ball decks - and therefore few people ever cared to try and use the "steal" aspect of it. Therefore, cluttering your deck in a patch that didn't have Coup de Grace+Joachim combo and million other tutors - they just hadn't been printed yet - didn't actually hinder you in any important way, because you couldn't even access you deck much after the initial draws and mulligans.
You would've only suffered from it if you'd used it in Round 1 (r2 was a drypass 99% of the time), and even then, an engine is an engine. Because it would definitely be an engine or maybe a tall unit, both of which you could probably put to use just fine (and only very rarely something else, like a hyperboosted Drone who's Doomed anyway).
But even when it was something else...that's too much of a rspecific case to seriously consider a downside of Invo. You'd need to use it r1 (unlikely) and on a tall card you can't use (also not super likely) and then get unlucky with either draws and by exactly 1 mulligan or Joachim if the stolen card was placed directly on top after you mulliganed it.
tl:dr: you would've needed to play suboptimally AND be mega unlucky for this stolen card to ruin your match.
and if the last consumption got rid of the poison status, I don't see what good Vincent is (having the GWENT card database is a big help when talking to you!). Not sure what you meant by "Instant 2x poison/Invo/Vincent". I don't see how you give poison status to a unit to use those two cards if the unit with such status has been consumed.
Masqurade ball triggered by Joachim into a Poison Fang/Van Murlehem Cupbearer or another aristocrat, for example. Literally every unit you could pull worked. Nowadays you can't do that, as Ball was nerfed to not be triggered by Disloyal units - precisely because it was such a broken combo. That's how you got 2 poisons on the same turn. Cooler yet, back when you could play Ball twice through Assire, you could use "instant poisoning" twice as well thanks to Roderick.
Invo doesn't require a status so it nuked that Barghest your opponent used to clean up an instance or even two of poison just fine, and Vincent could be saved for last, when they run out of consumes or, potentially, used in conjunction with Imposter which is also an instant combo.
And because Consume used this way transfers all the value your opponent gets into one or at most two super-tall units, and because you can realiably nuke the final stacked target in one turn, in the end you get even more removal value than if they didn't consume at all and all your poison went through, at the cost of either just Invo or Vincent or 2 additional simultaneous poisons, which is a small price compared to all the Consume instances they wasted trying to save their points.
If that sounds confusing, here's an example - let's suppose MO player consumed Yghern or, cooler yet, a tall unit that already consumed something with another Barghest to "save" it. Initially you lose 1 stack of poison, but for that you then get the sum value of Yghern, Barghest and the Consume deploy they wasted at the cost of 3 poisons and not 4 (2 of which have to be on the same turn, of course) or Invo or Vincent, which is already crazy good value. And that's if you decided to pull the trigger after the first Consume, which you shouldn't.
Now let's suppose you didn't - and your opponent is a bit of a dum-dum - they will keep eating poisoned targets again and again, stacking 40+ value on the final consumer which you will then instantly nuke in one of the three aforementioned ways
So in the end the it's just as if every unit that went into this monstosity (except for the last one) was killed by just 1 stack of poison....and what's more, they wasted a lot of perfectly good Consume triggers on nothing. That's literally the opposite of "countering".
tl;dr: Poisoning units A, B, C separely would take 6 instances of poison, but if A eats a poisoned B who ate a poisoned C you just need to kill off A, and you only need 2+2 instant ones (or 2+invo or 2+imposter+Vincent) to do that. So Invo used this way effectively replaces 4 stacks of poison, which is definitely way above its average value. It's a bit more iffy with Vincent, because you partially waste your leader ability, but get outstanding removal value in return, so it's still worth it.
I've been playing just to work the reward trees that I want for a while now. Getting the full set of cards would now be an objective of mine. It seems to me that some old decks would still work today, like those Nor Blue Stripes summons decks for a pointslam. When I'm doing Journey or Daily challenges I'll often play decks tailored for the task and occasionally those rubbish decks win or are competitive. Can't say that I've noticed Assimilate not being a potentially powerful deck. That was nerfed? I just thought that it went out of fashion without being a dud.
I wasn't talking about the recent abominable NG deck where only Terranova, Torturess and Braatens even had this tag (why the hell did we even call this archetype Assimilate?!).
No, I meant the original Assimilate, my man, the one you played with Portal, Ducal Guards, Diviners and probably Operator to spam the board with a bunch of bronze Assimilate engines. That was a thing of beauty, once, and has since gradually become unplayable (and some of those bronze engines were recently remade to fit into Soldier archetype, so R.I.P.). It worked a bit like modern-day Cultists, but was like 10x more fun.
I'm pretty sure I tried playing a Harmony deck when it first came out and it didn't seem that flash but then again, I'm not a technical player who uses spreadsheets to choose my units.
Commendable, and if everyone did that, we wouldn't be having this discussion at all because all the problems of the past decks I complained about would've been far less prominent. Alas, that's not how it actually went.
One bugbear of the new CT cards is the Nor low power unit which deals one damage every turn. Unlike the archer, they still deal damage without armour and countering them isn't something that can be done by an adaptable deck, as in you need to create a deck tailored to combat them but would no doubt be useless against other factions. During the Seasonal challenges some dominant decks made me want to tailor a deck to counter them but that hasn't generally been successful, as the end result seems to be where we are at now with the game as a whole...if you can't beat 'em, join 'em. I.e. play the same deck. That's not where you want to be.
And that's exactly the reason people often hated on Nilfgaard so hard at certain points of the game's history. Other times...they hated out of habit or on principle
Someone had a post here about there being too many options for effects or something when it comes to an in-game choice. I argued that that philosophy should be applied, since it gives decks adaptability which could counteract any silly dev changes.
No, no, I agree. Diversity is good. With a small but super important caveat - anything requiring a highly specific counter can't be very strong - for the reasons I listed in the first paragraph of this post.
it's a coin toss as to whether you win or not, depending on whether you win the toss or how you draw.
Right? Right? So why then would you ever want certain decks to defeat certain other decks by default? Isn't it the same kind of lame?
Speaking of old decks, I used to hate that Ske unit which torched units when you played them...which became just that much more loveable when it was next to that unit which protected it from any damage you wanted to deal with it. It was pretty much an "I win" play by your opponent. Don't come across that much anymore.
Arnaghad+Sukrus combo. An abomination for sure, but it existed in a meta so toxic, it was never the main target of complaints... And by the way, I used to love Sukrus and played it with Artis long before self-wound Skellige received all these new cool units, but this, too, got powercrept by the end of 2020, I think - playing stuff like Olaf and Jutta became dangerous with all the cheap removal everyone got...and the points weren't even that good anymore, with all the insane new cards CDPR printed then.
That illustrates the problem I've mentioned before, in that do you really want to have to build a specific deck to counter a specific deck like this and which won't be good against other decks? Do you think GWENT has become more and more like this, as opposed to an earlier time, perhaps, where you could have a wide variety of decks which could play well against a wide variety of other decks?
I do think that.
Ideally, and I mentioned that a few times on this forum, I wanted Gwent where any deck that made sense (as in, built synergistically, had enough thinning for what it tried to achieve, a realistic gameplan etc.) could beat any other deck if piloted well. And...that's how it actually was, before Master Mirror. Not without some exceptions, but these exceptions were mostly memes (i.e. exceptionally bad against any decks that had evn the slightest means to disrupt the meme). Memes...and the Masquerade Ball that was far too good against far too many things. Hidden Cache Passiflora as well, but that one got nerfed super fast and super hard. Maybe
@quintivarium is right and scenarios really were a mistake.
None of that is important anymore, of course, which is why I keep speaking in conditionals. Gwent will never be that perfect game we needed (but apparently not deserved).